Fate’s Fifth Action: Discover | Natai’s Musings

Posted this a while ago on my personal blog, but seeing as it delves deeply into the ongoing development of Proteus and Project Alpha it really should be available here as well.

I’ve recently started seriously looking at Fate Core for my little game project. I started converting my skill list over, but decided I needed to take a closer look at Fate’s basic actions first. In addition to the four basic actions covered in the rulebook, many in the community value the utility of adding a discover action to the game.

For my game, the discover action seems to be a good fit, so I’m definitely going to include it.

More at: Fate’s Fifth Action: Discover | Natai’s Musings

Sector F6: Overview

What is Sector F6?

Sector F6 is an ongoing project to develop a scalable tabletop gaming system that encompasses elements of both roleplaying and strategy games.

The initial idea for this project stems from the ongoing development of the Proteus tabletop roleplaying game as well as a long-time interest in roleplaying games and love of board games.

The Goal

Create a tabletop gaming system that:

Supports tabletop strategy gaming (along the lines of the 4X, city-building, and wargaming genres).
Supports tabletop roleplaying of multiple genres (including sci-fi, fantasy, post-apocalyptic, and horror).
Uses strategic elements to enhance roleplaying campaigns and roleplaying elements to breath life and flexibility into the strategy game.
Enables players to seamlessly shift back and forth between both styles of play.
Enables players to shift focus on the aspects of gameplay they find most interesting and to shift that focus as desired throughout the course of the game.
Is customizeable and can be tailored to a wide variety of settings.

Objectives

The final system should utilize a unified system of basic mechanics for both the strategy and roleplaying modes of gameplay.
Events taking place while roleplaying should be capable of impacting the strategy game in a meaningful way, while events in the strategy game should impact roleplaying.
Roleplaying events and actions should NOT completely overpower the mechanics of the strategy game, but should facilitate actions that might not otherwise be possible or likely to succeed.
Events in the strategy game should NOT completely override the roleplaying experience, and players should have the opportunity to roleplay how events impact characters.
The system should allow for long and complex games while still supporting games that are smaller in scope or take place in a defined period of time.
The basics of the system should require a minimum of rules-referencing (e.g. looking up information in tables, etc.), and record-keeping should be kept to a reasonable level.
The system can be expanded and/or detailed to customize it for a specific setting or genre.
The system may also be used as a bridge to combine two or more games that exist within the same setting.

Styles of Games and Gameplay

Pure Roleplaying: The game acts solely as a tabletop roleplaying game with no strategic elements and only minimal concern for character activities between sessions/adventures.
Pure Strategy: The game acts solely as a tabletop strategy game with no player characters and limited use of important personalities/NPCs. The specific game style can vary and may include types such as civilization, exploration, and wargames.
Campaign: Emphasis is placed on the roleplaying game, with the strategy elements used in a support role as a broad and flexible campaign system.
Adventure Strategy: Emphasis is placed on the strategy game, and NPCs are used to flesh out and enhance the game world and influence key events. (Needs a better name.)
Hybrid (AKA Epic Storytelling): The game maximizes the use of roleplaying and strategy elements to build a game world full of characters and stories that exist against a rich backdrop of events and people.

Anticipated Features

The primary drivers of gameplay will likely be resource management, conflict resolution, and development over time.
Players will be able to focus on different aspects of gameplay by adjusting the scope of the game. Over the course of the game, players can adjust focus multiple times to enable individual characters or groups of varying sizes to take center stage.
The system will be scalable and able to incorporate:
Groups of characters (PC & NPC): Ranging from a small party to a collection of military units or an entire civilization.
Locations and territories: Ranging from single buildings to cities, planets, or entire regions of interstellar space.
Varying units of time: Ranging from seconds to days, weeks, months, years, etc.
Events in gameplay can include both random events like weather, natural disasters, or social movements as well as player-driven events that take place over time, such as military battles and scientific discoveries.
The system will incorporate mechanics so that gameplay at one level can affect gameplay at other levels. For example, success in a conflict at one level could result in an advantage or disadvantage in a conflict at another level. These advantages/disadvantages could be temporary or long-term.
The system will likely utilize only six-sided dice (d6), or more likely Fate dice. This will make the system more accessible.

Types of Conflict

The general types of conflict expected to be included in most games are:
Physical: Conflict revolving around the danger of physical damage and injury to characters, objects, and locations.
Psychological: Conflict focusing on the mental state of characters, their beliefs, and the psychological impact of events on both PCs and NPCs.
Social: Conflict concerned with the perception of characters and groups by others, including reputation, social standing, and likely reactions. These conflicts focus less on direct threats to the well-being of characters and organizations and more on some of the indirect factors that can nevertheless have a major impact over time.
Economic: Conflict involving the availability of resources and the resulting power to influence the game world. This is usually more relevant in games that incorporate at least some strategic elements, but can also involve character gear and possessions.

The Meaning Behind the Name

The choice of name for this project is actually based on many of the intended/anticipated features of the system.
S: Scalable, Strategic, Social
E: Events, Economic
C: Conflict, Characters, Customizable
T: Time
O: Open, Organizations
R: Resource Management
F: Focus, Framework
6: Six-sided Dice

Where is Ortellum?

Ortellum is a planet far from Earth. It’s precise location is unknown, due to the loss of navigational data on board the Exodus prior to its departure from Earth and the additional loss of data during the Cataclysm. Scientists’ best estimates put Ortellum’s star roughly 1900 light-years from Earth, in the constellation Lyra.

Levels of Gameplay

The levels of gameplay in the game will range from the broad scope strategic level (large scope, low detail) to the narrowly focused roleplaying level (small scope, high detail). Not all games will include all levels of detail, and some games may actually require more than just the four default levels.

It is also important to understand that not all levels of gameplay will be utilized in every game session, even in games that routinely include four or more levels.

Common Levels of Gameplay

  • Strategic: Strategic is normally the highest level of gameplay, in that it covers the broadest view of the game world that is included in the game. This level of gameplay is dominated by the actions and influence of groups, typically governments and organizations. It is also where most resource management takes place. In terms of groups and units, their relative location is an important factor at the strategic level, but movement of units is not typically handled at this level and the distance between locations is less relevant.
  • Operational: This level of gameplay is where the majority of unit movement takes place, with particular attention paid to movement over large distances. Operational play pays more attention to group and unit locations relative to on another, especially with regard to the distance between locations. Large-scale combat – battles which players want to resolve relatively quickly – also take place at this level.
  • Tactical: The tactical level of gameplay emphasizes precise positioning and unit/character movement within a small area (relative to the operational level of play). This is the level at which detailed unit battles take place. At an even finer level of detail, detailed combat involving individual characters can also be resolved using the rules for tactical play.
  • Roleplaying: The most detailed level of play focuses on the actions of individual characters. Groups and units can certainly influence events at this level, but characters take center stage when roleplaying.